Bradford Paley’sCodeProfiles [1]
really cool piece: https://www.streamingmuseum.org/codeprofiles-wbradfordpaley
Bradford Paley’sCodeProfiles [1]
really cool piece: https://www.streamingmuseum.org/codeprofiles-wbradfordpaley
to anyone who gleefully espoused the value of some formative indie works, you likely never were allowed to stop for very long to interrogate what questions the themes of games like Passage or The Marriage presented, and what they may say about troubling dynamics in gendered relationships. they were more just signifiers that represented that the possibility of deeper expression was there, and should be taken seriously and given more scrutiny. but the moment you applied more scrutiny and started to ask questions about the themes in the work, that was often handwoven off as irrelevant to the point at hand (which was, again, that Videogames Have Arrived).
i like this take, games as representative of games possibly being art, but not allowed to be treated as such themselves?
a single block - we own that; a Gothic Cathedral with a rollercoaster running through it - we don't own that.
this is really good.
can't do found art
WHAT IS MINECRAFT REALMS
what is it indeed
We want to do something, but what we know how to do is make pixels move on a computer screen. Within this individualistic framework of selfhood we're simmering in, collective avenues of direct political action are obfuscated in favor of the fantasy of making a change through your work as an individual within the existing system.
procedural rhetoric making people believe they can make grand arguments that change the world through systems alone
All your aspirations, political or otherwise, then become externalities to retrofit into your brand - your brand is gamedev but you want to fight climate change, hence you shoehorn climate struggle into the marios.
shoehorn
Muller brings is that idealizing metrics “works even less well in organizations in which employees areoriented to a more idealistic mission”, which is easily understandable to the context of games,themselves a mostly idealistic endeavor, intended primarily as an object of entertainment
cheesy
An additional problem with Elo as a ranking system which researchers try to solve (Minka et al.;Delalleau et al.) is that it is essentially a system for one versus one matches, and it does not translate aswell for team based games
i guess citation needed, but its all TrueSkill tries to do. the problem its that it becomes a statistical game, its at best your skill to match with random strangers.
Elo is that in order toincrease your rating you not only have to get better yourself, but you have to do so faster than theaverage player, which likely only happens for the players that are really looking to improve in thegame. Therefore some games have different solutions on how to not make this completely transparentto players, and create convoluted points systems on top of the skill one to sort players ranking andincentivize players to play to increase their ranking (“Rank (League of Legends).”).
i think this is so important!!!
the game community alsopushes forward their own idea of what is the standard metagame
the game community is enforced their idea of standard metagame, the indrustry pushes
Consolegames, thus, by nature of their separation from an internet browser, had less success with the formingof player clans.
is this true? i feel like call of duty mw2 had a good clan culture, but i don't really remember how that works.
skateboarders provide a ‘lived utter-ance, a symbolic parole to the univalent langue of the city as technical object’ (Borden2001, 192). He sees that skateboarders create their own rhythms which challenge andcontradict the purpose of the city.
so good, this idea of langue and parole is awesome as well. contrasts interestingly with the proceduralist/play dichotomy.
prompted by a simple ‘skate’ toy
i like this phrasing, excited
Henri Lefebvre who devised the phenomenological science of Rhythmanalysis
sounds like something useful (apparently i had the wiki page open even): https://en.wikipedia.org/wiki/Rhythmanalysis
CTRL.ALT
ALT.CTRL, no?
Attrition Abuse
YES, the only one that really matters, the mother of all abuse
social/rule
nit: its not social/rule in the diagram above
as it is instead put in a contextof being an edgy feature targeted at the demographic that isalready comfortable with and expects this
pretty interesting distinction, being edgy vs being transgressive
Robert Yang
nit: One designer that plays around with taboos is Robert Yang. He..
(missing some sort of segue imo)
sex, religion andpolitics
and football
.
nit: don't like this period here
game
in the end?
categories
typo: categorize / categorise?
Just like the spectators in Boal’s InvisibleTheatre see the shown without seeing it, by engaging withthe artefact of a CD, players already play the game, withoutplaying it.
cool
Barbarosa
typo: Barbosa
s
missing ":"
of
typo: no of?
form
typo: from
Sating
typo: stating
culutres
typo: cultures
NYU’s park staf
<3
MODEST PROPOSAL FOR A FAIR TRADEEMOTIONAL LABOR ECONOMY
Chapter 8 of https://arsenalpulp.com/Books/C/Care-Work
Note that this is just AAA level design; AAA games as a whole are totally addicted to ornament and excessive detail
definitely an interesting contrast. non ornamental level design, but i the end, ornamental levels
This shift in workflow is about taking the construction out of level design. Level designers used to be artists, sculptors, modelers, and carpenters -- but today, the game industry has decided that a level designer is mostly an architect who draws a blueprint and manages labor.
i think this is an interesting aspect to constantly question, is it still true in 2022? also, how does it relate to triple I?
"level in a 3D character-based game", which is what the industry means by the word.
really like the transparency and specificity
brick destruction game, time speedsup while the player is waiting for the ball to return froma brick’s destruction.
oooh, never realized other games did this. its a thing i wanted to explore in balltris, speed up idle time.
After initial mood-congruentresponses, we spontaneously reverse and replace thoseby mood-incongruent reactions. So, additionally to thefeedback between the outside world — including medi-ated experiences like video games — and our emotionalstate, there is a feedback loop built into our mood
interesting way to suggest the negative good feeling of hating a game.
concluding that juice has to be applied ad-equately to the situation
wow, what a good conclusion
unlessthis is a conscious aesthetic choice and itself part of thegame’s mechanics.
post-juice
this paper is concerned with moment-to-moment interactivity [11]–[13], microinteractions [14]and interactions with core loops [15] and their design.Unlike Swink’s precise but narrow definition of ‘GameFeel’, we will look at game feel more broadly as theaffective aspect of real-time interactivity.
i like this distinction, not sure how real it is, but it feels good
The journalist and game makerTim Rogers wrote an exhaustive article [4] about whathe calls ‘friction’,
its a good one